Exploring Elementary-School Students' Engagement Patterns in a Game-Based Learning Environment
暂无分享,去创建一个
[1] Renata Phelps,et al. The Metacognitive Approach to Computer Education: Making Explicit the Learning Journey , 2007 .
[2] David Pinelle,et al. Heuristic evaluation for games: usability principles for video game design , 2008, CHI.
[3] Jennifer A. Fredricks,et al. School Engagement: Potential of the Concept, State of the Evidence , 2004 .
[4] Stephen M. Alessi,et al. Multimedia for Learning: Methods and Development , 2000 .
[5] James M. Boyle,et al. A systematic literature review of empirical evidence on computer games and serious games , 2012, Comput. Educ..
[6] Huei-Tse Hou,et al. Exploring the behavioral patterns of learners in an educational massively multiple online role-playing game (MMORPG) , 2012, Comput. Educ..
[7] Albert H. Segars,et al. Exploring the theoretical foundations of playfulness in computer interactions , 2002, Comput. Hum. Behav..
[8] Elaine Toms,et al. What is user engagement? A conceptual framework for defining user engagement with technology , 2008, J. Assoc. Inf. Sci. Technol..
[9] Marina Papastergiou,et al. Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation , 2009, Comput. Educ..
[10] Fengfeng Ke,et al. Games for engaged learning of middle school children with special learning needs , 2013, Br. J. Educ. Technol..
[11] D. McIntosh,et al. More than mere mimicry? The influence of emotion on rapid facial reactions to faces. , 2007, Emotion.
[12] Garrison W. Cottrell,et al. Transmitting and Decoding Facial Expressions , 2005, Psychological science.
[13] Frederik Cornillie,et al. From pen-and-paper content to educational math game content for children: A transfer with added difficulty , 2014, Int. J. Child Comput. Interact..
[14] Eric Deeson,et al. Interactive learning systems evaluation , 2004, Br. J. Educ. Technol..
[15] Judy Robertson,et al. Making games in the classroom: Benefits and gender concerns , 2012, Comput. Educ..
[16] Philip Smith. Roger Bakeman John M. Gottman , 1987, Animal Behaviour.
[17] SungYao-Ting,et al. Embedding game-based problem-solving phase into problem-posing system for mathematics learning , 2012 .
[18] Kirsten Risden,et al. Guidelines for usability testing with children , 1997, INTR.
[19] Ya-Hui Hsieh,et al. Exploring the role of flow experience, learning performance and potential behavior clusters in elementary students' game-based learning , 2016, Interact. Learn. Environ..
[20] Zhi-Hong Chen,et al. Exploring students' behaviors in a competition-driven educational game , 2014, Comput. Hum. Behav..
[21] Glenda A. Gunter,et al. Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games , 2008 .
[22] L. Barsalou. Situated simulation in the human conceptual system , 2003 .
[23] K. Kiili. Content creation challenges and flow experience in educational games: The IT-Emperor case , 2005, Internet High. Educ..
[24] D. Kolb. Experiential Learning: Experience as the Source of Learning and Development , 1983 .
[25] Huei-Tse Hou,et al. Evaluating multiple aspects of a digital educational problem-solving-based adventure game , 2014, Comput. Hum. Behav..
[26] Huei-Tse Hou,et al. Analyzing the Learning Process of an Online Role-Playing Discussion Activity , 2012, J. Educ. Technol. Soc..
[27] Thomas C. Reeves,et al. Interactive Learning Systems Evaluation , 2003 .
[28] Bartholomäus Wissmath,et al. Playing online games against computer- vs. human-controlled opponents: Effects on presence, flow, and enjoyment , 2008, Comput. Hum. Behav..
[29] Wilfried Admiraal,et al. The concept of flow in collaborative game-based learning , 2011, Comput. Hum. Behav..
[30] Kursat Cagiltay,et al. Flow experiences of children in an interactive social game environment , 2007, Br. J. Educ. Technol..